[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

The raft looks solid. As long as at least one person dedicates themselves to operating the pole wtih both hands passage across should not be a problem.

Apart from the otters splashing about in the water some distance away Sabynha can detect no other forms of life anywhere, or signs of another raft at the island. She also finds no signs of tracks or traps about the place.
 

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Sabyhna was still enthralled by the frolicking otters, and absently followed aboard, still watching the playful creatures. Crouching down at the side of the raft, she also dipped a hand into the water to feel the temperature; the gentle water was tempting to take a little swim.
 



Shandra also steps onto the raft, taking the pole from Wat who had taken it from Zuri, and pushes off. When you are well out into the lake, a thunderous voice shouts, 'This island's mine, fools! Soryth and I have already won!"
On the shore you just left, a male pixie in blue robes flies just above the grass. Over him floats the shadowy image of a fanged man with large horns. The image looks as if it is sculpted of dark smoke.


To the pixie, the fiendish vision says, "Kalbon, master of this isle, commands you into battle, slave. Summon your winds. Crush these intruders, then bring me Orlando." The face looks like it might continue its rant, but as the pixie moves over the water, the air shimmers. Like smoke on an unseen wind, the foul vision fades. "Yes," is all the pixie says.


Four small water spouts erupt near him and move forward like predatory beasts.

GM: Roll initiative! Take your turn if you beat 24
Shandra will be NPC'd as using the pole to guide the raft, which requires both hands anyway. [MENTION=6684473]CrimsonFlameWielder[/MENTION] Are you there? Shandra will not receive XP for this fight unless you are able return in time and participate :(

[sblock=Status]
Waterspout 1
Waterspout 2
Waterspout 3
Waterspout 4
Pixie
[/sblock]
[sblock=Features of the Area]
Illumination: Bright daylight.
Lake Water: The water is 8 feet deep and calm (Athletics DC 9 to swim).
Raft: The raft sinks if it is reduced to 0 hit points. (Huge vehicle)HP 45 AC 10, Fortitude 10, Reflex 5
Immune necrotic, poison, all conditions
Speed swim 3
Pilot: The pilot must stand at the stern, wielding a 10-foot pole.
load: Six Medium creatures; 600 pounds of gear.
Out of Control: If not piloted, the raft moves 1d3 - 1 squares in a random direction (minimum 0). [/sblock]
[sblock=Bad Guys]
Pixie AC 18 F/R/W 15/17/16
Water Spouts AC 16 F/R/W 14/15/13
[/sblock]
Water Palace Round 1.PNG
 

OOC: Wat can't roll higher than a 21 for initiative, so no point in rolling.


[sblock=Wat's Stats]Wat - Half-Elf Invoker 2+
Status:
Passive Perception 15, Passive Insight 17
AC 17, Fort 17, Reflex 15, Will 17
HP 32/32, Bloodied 16, Surge Value 8, Surges 5/10
Speed 5, Initiative +1
Action Points: 0, Second Wind []
At-Will Powers: Astral Wind,
Divine Bolts
Encounter Powers: Thunderwave [],
Thunder of Judgement [],
Shining Symbol [],
Channel Divinity [],
Encouraging Chant []
Daily Powers: Silent Malediction [x],
Amulet of Elegy [x],
Staff of Forceful Rebuking []
[/sblock]
 

"Of course it would not be so easy." Sabynha sounded tired. She tried her best to make sure her footing was good, but had a sinking feeling (lol) that she'd be taking a swim whether she wanted to or not. [sblock=initiative] 1d20+4=20 Best I could have hoped for was a tie. Didn't.[/sblock]
 


The pixie, eyes glazed, hovers out over the water and, with a single movement of his tiny arms, summon forth a tempest of cutting buffeting winds which rolls over the party balanced on the raft with terrible power. The raft is pushed away swiftly by the power of the small storm wizard which sends both Rain and Water sprawling over the side of the raft into the water with a mighty splash.

The waterspouts glide over the water with deadly decision, pummelling the heroes fallen into the water and almost pulling Shandra in as well. The elf throws her self to the ground and releases the pole in order to save herself. Rain is dragged further away form the raft and Wat is dragged under.

A third water spout spins around the other side of the raft and nearly rip both Zuri and Sabynha from the raft but they also throw themselves to the ground and hold on for dear life. The last spout heads straight for the fallen and fragile figure of Zuri, caught in the cold buffeting wind of the wind wizard's power, picking her body up like a leaf and slamming her back to the raft roughly.

The calm has turned to deadly chaos once more.

GM: Wat is hit for a total of 31 dmg and pushed of the Raft, and slid to K2, and then slid 2 squares below the surface
(As Wat has taken dmg and is underwater he needs to make Endurance check DC 20 to hold breath or lose a Surge)
Rain is hit for a total of 21 dmg and pushed of the Raft, and slid to H2
Shandra takes a total of 5 dmg but saves vs being knocked over board: Prone
Zuri takes a total of 11 dmg but saves vs being knocked over board: Prone
Sabynha takes a total of 5 dmg but saves vs being knocked over board: Prone

The Raft takes a total of 11 dmg and no one is now DRIFTING

This looks quite nasty ... Good luck! You are up!!


[sblock=Combat] pixie Wind Wizard: Move 1 and uses Tempest (encounter power) in a blast 5:
Rain: 16 vs Ref=Hit; Wat: 23 vs Ref=hit; Sabynha: 14 vs Ref=miss; Zuri: 8 vs Ref=miss; Shandra: 17 vs Ref=miss; Raft: 23 vs Ref=hit Damage: 11 dmg
Rain, Wat and the Raft take 11 dmg and are pushed 3 squares: Rain and Wat get a saving throw to fall prone at edge of the raft or be pushed off into the water: Rain save 7=fail Wat save 8=Fail Result: both are pushed off raft and into the water.
Sabynha, Zuri, and Shandra take 1/2 dmg = 5 dmg
Blast creates a zone which the pixie can sustain: enemies that start turn in zone are slowed TENT

Water spout 1: Move: fly to L4 Standard: Spinning Spout: Shift 4 and make 1 atk vs each enemy it moves adjacent to:
+5 VS FORT Wat 23=Hit; Shandra 6=miss; Rain 24=Hit (wrote zuri in dice accidently)
Wat is hit for 7 and Rain is hit for 10 dmg; Wat is slid 1 to K2, Rain is slid 2 to H2

Waterspout 2: Fly to L3 Standard: Spinning Spout: Shift 4 and make 1 atk vs each enemy it moves adjacent to:
+5 VS FORT Wat 24=Hit; Shandra 20=Hit, Rain 13=miss
Wat is hit for 13 dmg and slid 2 below the water to the bottom of the lake.
Shandra is hit and slid 2 off the raft and knocked prone (no dmg); allowed a save: 16=success Result: prone on edge of raft and no longer in control of pole.

Waterspout 3: Fly to K8 Standard: Spinning Spout: Shift 4 and make 1 atk vs each enemy it moves adjacent to:
+5 VS FORT Zuri 15=Hit; Sabynha 15= Hit Both are hit and slid 2 off raft and knocked prone; Both make saves to not fall in water:
Zuri save 16=success Prone on raft; Sabynha save 15=success Both are Prone on raft

Waterspout 4: Move 6 and charge Zuri with slam attack: 24 vs AC=Hit Dmg: 6 dmg

[/sblock]

[sblock=Status]
Rain: 21/37 HPs Conditions: In Water
Sabynha: 33/33 HPs Conditions: Prone
Zuri: 23/29 HPs Conditions: Notes: Prone
Shandra: 30/30 HPs Conditions: Prone
Wat: 6/32 HPs Conditions: Buffs: under water 2 squares (Needs to make Endurance check DC 20 to hold breath or lose a Surge)

Raft: 34/45 No Pilot

Waterspout 1 Used Spinning Spout;
Waterspout 2 Used Spinning Spout;
Waterspout 3 Used Spinning Spout;
Waterspout 4
Pixie Wind Wizard Used Tempest [/sblock]

[sblock=Bad Guys]Pixie AC 18 F/R/W 15/17/16
Water Spouts AC 16 F/R/W 14/15/13[/sblock]
[sblock=Features of the Area]Illumination: Bright daylight.
Lake Water: The water is 8 feet deep and calm (Athletics DC 9 to swim).
Raft: The raft sinks if it is reduced to 0 hit points. (Huge vehicle)HP 45 AC 10, Fortitude 10, Reflex 5
Immune necrotic, poison, all conditions
Speed swim 3
Pilot: The pilot must stand at the stern, wielding a 10-foot pole.
load: Six Medium creatures; 600 pounds of gear.
Out of Control: If not piloted, the raft moves 1d3 - 1 squares in a random direction (minimum 0). [/sblock]
 

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